Contents
Bow Damage Calculation
There are numerous components in the formula to calculate the damage a Bow does, split into Raw and Elemental components.
Bow Damage Calculation: Raw Damage
The basic gist of the raw damage formula is as follows:
True Raw x Affinity x Shot-Type Up Modifier x Charge Level Modifier x Distance Modifier x Coating Modifier x Motion Value x Hitzone x [Defense Modifiers]
Breaking down the formula, as follows:
- True Raw: Displayed raw divided by class modifier (for the Bow, the class modifier is 1.2)
- Affinity: The chance of doing a critical hit for 25% more damage. The quick way of calculating affinity is using (1 + ( x * 0.25)), where x is the affinity on the weapon in decimal form
- Shot-Type Up Modifier: The Raw Multiplier from NormalUp, SpreadUp or PierceUp armour skills
- Charge Level Modifier: The Raw Multiplier from the Charge Level of the shot fired
- Distance Modifier: The Raw Multiplier from distance;
- Coating Modifier: The Raw Multiplier from coating use
- Motion Value: The Motion Value associated with the shot
- Hitzone: The area of a monster that is being hit
- Defense Modifiers: These are modifiers on the monster that vary based on rank and Frenzy/Apex status. These values are not very well understood for every monster and every situation; practically we don't consider these in damage calculations for comparison reasons, but do note that they are there.
Bow Damage Calculation: Elemental Damage
The basic gist of the elemental formula is as follows:
True Element x Affinity x Charge Level Modifier x Number of Arrows x [Defense Modifiers]
Breaking down the formula, as follows:
- True Element: Displayed element divided by 10. Included in this value are [Insert Element] Up skills and the Elemental Attack Up armour skill
- Affinity: Applicable only if the CritElement skill is active. Otherwise, this value is "1".
- Charge Level Modifier: The Element Modifier of the shot fired
- Number of Arrows: The number of arrows in the shot
- Defense Modifiers: These are modifiers on the monster that vary based on rank and Frenzy/Apex status. These values are not very well understood for every monster and every situation; practically we don't consider these in damage calculations for comparison reasons, but do note that they are there.
To recap, charge level modifiers:
Charge Level | Raw Multiplier | Elemental Multiplier | Poison Status Multiplier | Paralysis/Sleep Status Multiplier |
---|---|---|---|---|
Charge Level 1 | 0.4x | 0.7x | 0.5x | 0.5x |
Charge Level 2 | 1.0x | 0.85x | 1.0x | 1.0x |
Charge Level 3 | 1.5x | 1.0x | 1.5x | 1.3x |
Charge Level 4 | 1.7x | 1.125x | 1.5x | 1.3x |
Motion Values
Here are the motion values associated with each shot. These are percentage values. Numbers in parentheses is the sum of the motion values [Src].
Shot Level | Pierce | Rapid | Spread |
---|---|---|---|
1 | 3 hits x 5 (15) | 12(12) | 4-5-4 (13) |
2 | 4 hits x 4 (16) | 12-4 (16) | 5-6-5 (16) |
3 | 5 hits x 4 (20) | 12-4-3 (19) | 4-5-5-5-4 (23) |
4 | 5 hits x 4 (20) | 12-4-3-2 (21) | 4-5-6-5-4 (24) |
5 | 5 hits x 4 (20) | 12-4-3-3 (22) | 5-5-6-5-5 (26) |
Here are the motion values associated with the Arc shots. All of these are percentage values, except for KO Status, which is the actual value applied.
Arc Shot Type | Arrow | Pellet | Arrow Status | Pellet Status | KO Status |
---|---|---|---|---|---|
Wide | 6 | 5 hits x 7 | 4 | 5 hits x 4 | 5 hits x 3 |
Focus | 6 | 5 hits x 7 | 4 | 5 hits x 4 | 5 hits x 4 |
Blast | 6 | 35 | 13 | 13 | 0 (arrow) / 20 (explosion) |
Status Coat Values
These are static values[6]. Total in parentheses.
Shot Level | Pierce Status | Rapid Status | Spread Status |
---|---|---|---|
1 | 3 hits x 5 (15) | 13 (13) | 5-5-5 (15) |
2 | 4 hits x 4 (16) | 7-7 (14) | 6-6-6 (18) |
3 | 5 hits x 4 (20) | 5-5-5 (15) | 4-4-4-4-4 (20) |
4 | 5 hits x 4 (20) | 4-4-4-4 (16) | 4-4-4-4-4 (20) |
5 | 5 hits x 4 (20) | 4-4-4-4 (16) | 4-4-4-4-4 (20) |
Please note that for Exhaust Coating, these values are static at 8 Exhaust status per arrow and 4 KO status per arrow. As far as we know, these values are not affected by Charge Level.
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